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The latest version of IntyBASIC is v1.0.4 and it can be downloaded from :-

http://atariage.com/forums/topic/232063-intybasic-compiler-v10-crunchy-tasty/

 

You'll also need an Intellivision emulator. There are 3 available :-

  • jzintv
  • Bliss
  • Nostalgia
Bliss and Nostalgia are quite old and haven't been updated in some time. Personally, I'd recommend jzintv because its actively maintained and has a built-in assembly language debugger. The latest version of jzintv and the As1600 assembler for Windows, OSX and Linux can be found here :-For other technical information on the Intellivision hardware you'll need the sdk1600 available from: jzintv-1.0-beta4-sdk1600.zip

 

There is a manual in the IntyBASIC release but for more background information on the Intellivision's hardware, in the sdk1600 you'll find:

  • \doc\programming\stic.txt - Information on the STIC's video modes and hardware sprites.
  • \doc\programming\psg.txt - Information on the sound chip.
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If you're not comfortable using command line when using jzIntv like me, I use jzInty Launcher. Nostalgia isn't accurate about a few things, like using odd card number for using 16x8 sprites or setting the bit in the sound register that disables the controller.

Pressing F6 will change the controller mapping to directional to the arrow key, fire 1 is mapped to shift, and Fire 2 is mapped to Alt key.

Here are some resource I use to get the GROM graphic from and their card ID.

http://wiki.intellivision.us/index.php?title=GROM

Here is information of what the bit in the word means when placing cards on screen.

http://wiki.intellivision.us/index.php?title=STIC

IntyBASIC comes with manual on how to set the 3 parameters for the 8 MOBs and information about COL detection

Edited by Kiwi
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IntyBASIC includes several samples to show how to use some basic features.

 

Here are some more samples with source code yet to be included with IntyBASIC :)

 

IntyLander - http://atariage.com/forums/topic/238576-a-quiet-afternoon-intylander/

IntyPak - http://atariage.com/forums/topic/239057-another-small-game-intypak/

 

The Intellivision programming forum contains lots of sample codes, questions, answers and small games that can serve as reference for some techniques http://atariage.com/forums/forum/144-intellivision-programming/

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IntyBASIC includes several samples to show how to use some basic features.

 

Here are some more samples with source code yet to be included with IntyBASIC :)

 

IntyLander - http://atariage.com/forums/topic/238576-a-quiet-afternoon-intylander/

IntyPak - http://atariage.com/forums/topic/239057-another-small-game-intypak/

 

The Intellivision programming forum contains lots of sample codes, questions, answers and small games that can serve as reference for some techniques http://atariage.com/forums/forum/144-intellivision-programming/

And of course, if anything else, just ask here. We don't bite. :)

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  • 2 weeks later...

We launched the IntyBASIC SDK today :-

 

http://atariage.com/forums/topic/240526-introducing-the-intybasic-sdk/

 

It has everything you need (apart from a text editor and an art package) to get going with your own game development. Its Windows only at the moment but Mac support is planned and will follow shortly.

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For the *nix users who like having a "one step" build/run solution, here's the Makefile I've come up with. Just replace:
JZINTV_PATH with wherever you put jzintv (note: it looks for bin in that folder, so get the parent directory)
INTYBASIC_PATH with wherever you put intybasic
And anything _NAME or _DIRECTORY with whatever file you're using.

JZINTV_PATH=~/Programs/jzintv
INTYBASIC_PATH=~/Programs/IntyBasic

INTYBASIC_PARSER=$(INTYBASIC_PATH)/intybasic_linux
AS1600_ASSEMBLER=$(JZINTV_PATH)/bin/as1600
JZINTV_EMULATOR=$(JZINTV_PATH)/bin/jzintv

EXPORT_DIRECTORY=export
SOURCE_NAME=game1.bas
LST_NAME=game1.lst
OUT_NAME=game1.bin

build:
  mkdir -p intermediate
  mkdir -p $(EXPORT_DIRECTORY) 
  #Copy in prologue/epilogue temporarily
  cp $(INTYBASIC_PATH)/intybasic_*.asm ./
  #Run intybasic:
  $(INTYBASIC_PARSER) $(SOURCE_NAME) intermediate/intermediate.asm
  #Run AS1600
  $(AS1600_ASSEMBLER) -o $(EXPORT_DIRECTORY)/$(OUT_NAME) -l $(EXPORT_DIRECTORY)/$(LST_NAME) intermediate/intermediate.asm
  #Clean up
  rm intybasic_*.asm

run:
  $(JZINTV_EMULATOR) $(EXPORT_DIRECTORY)/$(OUT_NAME)

clean:
  rm -rf $(EXPORT_DIRECTORY)
  rm -rf intermediate

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For the *nix users who like having a "one step" build/run solution, here's the Makefile I've come up with.

Looks good, but I'd replace these :-

SOURCE_NAME=game1.bas
LST_NAME=game1.lst
OUT_NAME=game1.bin
with something that accesses a variable called, for example PROJECT_NAME, and then appended the file extensions onto that. Then you only have to change PROJECT_NAME once and its good to go.
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  • 3 weeks later...

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